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IEEE Visualization, 2003. VIS 2003.最新文献

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Voxels on fire [computer animation] 着火的体素[电脑动画]
Pub Date : 2003-12-08 DOI: 10.1109/VISUAL.2003.1250382
Ye Zhao, Xiaoming Wei, Zhe Fan, A. Kaufman, Hong Qin
We introduce a method for the animation of fire propagation and the burning consumption of objects represented as volumetric data sets. Our method uses a volumetric fire propagation model based on an enhanced distance field. It can simulate the spreading of multiple fire fronts over a specified isosurface without actually having to create that isosurface. The distance field is generated from a specific shell volume that rapidly creates narrow spatial bands around the virtual surface of any given isovalue. The complete distance field is then obtained by propagation from the initial bands. At each step multiple fire fronts can evolve simultaneously on the volumetric object. The flames of the fire are constructed from streams of particles whose movement is regulated by a velocity field generated with the hardware-accelerated Lattice Boltzmann Model (LBM). The LBM provides a physically-based simulation of the air flow around the burning object. The object voxels and the splats associated with the flame particles are rendered in the same pipeline so that the volume data with its external and internal structures can be displayed along with the fire.
我们介绍了一种用体积数据集表示的火焰传播和物体燃烧消耗的动画方法。我们的方法使用基于增强距离场的体积火灾传播模型。它可以模拟多个火锋在特定等值面上的蔓延,而无需实际创建该等值面。距离场是由一个特定的壳体体积产生的,它在任何给定等值的虚拟表面周围迅速产生狭窄的空间带。然后从初始波段传播得到完整的距离场。在每一步中,多个火线可以同时在体积物体上演化。火焰由粒子流构成,粒子流的运动由由硬件加速晶格玻尔兹曼模型(LBM)产生的速度场调节。LBM提供了燃烧物体周围空气流动的物理模拟。物体体素和与火焰粒子相关的碎片在相同的管道中渲染,以便其外部和内部结构的体积数据可以与火焰一起显示。
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引用次数: 9
Space efficient fast isosurface extraction for large datasets 大数据集的空间高效快速等值面提取
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250373
U. Bordoloi, Han-Wei Shen
In this paper, we present a space efficient algorithm for speeding up isosurface extraction. Even though there exist algorithms that can achieve optimal search performance to identify isosurface cells, they prove impractical for large datasets due to a high storage overhead. With the dual goals of achieving fast isosurface extraction and simultaneously reducing the space requirement, we introduce an algorithm based on transform coding to compress the interval information of the cells in a dataset. Compression is achieved by first transforming the cell intervals (minima, maxima) into a form which allows more efficient compaction. It is followed by a dataset optimized non-uniform quantization stage. The compressed data is stored in a data structure that allows fast searches in the compression domain, thus eliminating the need to retrieve the original representation of the intervals at run-time. The space requirement of our search data structure is the mandatory cost of storing every cell ID once, plus an overhead for quantization information. The overhead is typically in the order of a few hundredths of the dataset size.
在本文中,我们提出了一种空间高效的算法来加速等值面提取。尽管存在可以实现最佳搜索性能的算法来识别等值面单元,但由于存储开销高,它们对于大型数据集来说是不切实际的。为了实现快速等值面提取和同时减少空间需求的双重目标,提出了一种基于变换编码的数据集中单元格间隔信息压缩算法。压缩是通过首先将单元间隔(最小值、最大值)转换为允许更有效压缩的形式来实现的。然后是数据集优化的非均匀量化阶段。压缩后的数据存储在一个数据结构中,该结构允许在压缩域中进行快速搜索,从而消除了在运行时检索间隔的原始表示的需要。我们的搜索数据结构的空间需求是存储每个单元格ID一次的强制成本,加上量化信息的开销。开销通常是数据集大小的百分之几。
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引用次数: 33
Which comes first, usability or utility? 可用性和实用性哪个更重要?
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250426
G. Grinstein, A. Kobsa, C. Plaisant, J. Stasko
Georges Grinstein Questions often asked when presenting some new model, new theory, new research or new visualization include: How useful or how usable is it? and Have you performed any tests? Visualization is an interface technology and as such includes not just software algorithms and techniques, but computer human interaction issues as well. This makes it draw from both areas, one appearing more focused on utility and the other on usability. One key step in the development of a new theory is the attempt to first solve a problem. That problem or question does not include a usability section; in some domain it may not even contain a utility one from most people's perspectives. We discuss both sides of the issue to clarify the role of each in the development of new visualization technologies. Position Statement Alfred Kobsa In the HCI literature one can find studies which conclude that ease of use is more important than usefulness (Hubona & Blanton 1996), that the opposite holds true (Liao and Landry 2000), and that ease of use is more important for females while the usefulness is more important for males (Yuen and Ma 2002). In this panel contribution, we will present several user studies with information visualization systems, ranging from lab experiments with closed questions to longitudinal adoption studies with administrative data analysts (Gonzales & Kobsa, 2003; Kobsa 2001, 2003; Mark et al. 2003). -------------------------------------------a e-mail: grinstein@cs.uml.edu e-mail: kobsa@uci.edu e-mail: plaisant@cs.umd.edu e-mail ben@cs.umd.edu e-mail statsko@cc.gatech.edu Consistent with general HCI research, the results show that both factors are important in certain situations, but do not indicate a clear superiority of one factor over the other. Position Statement Catherine Plaisant Is an airplane a better vehicle than a Jaguar, a mountain bicycle or a kid scooter? It all depends of where you need to go, what your goal for the travel is, how old you are, what terrain you will encounter on the way, how long you can spend learning, and many other parameters. All those vehicles are fairly usable but they all require training except for adults using the scooter, and their utility varies enormously as a function of the task and the user. The average car drivers benefit from years of human factor engineering and a large amount of standardization, allowing them to switch from a pickup truck to a convertible in a snap. Similarly, the success of a visualization tool depends on how well it fits the needs of the users it attempts to serve, and the tasks they want to accomplish. If utility may come first for an expert tool (e.g. for discovery tasks requires days of data examination and manipulation), usability has to come first in public access information systems that requires "immediate usability" (e.g. interactive displays of census statistics) otherwise users will walk away frustrated. Usability design principles imply that designers and evaluator
当提出一些新模型、新理论、新研究或新的可视化时,经常被问到的问题包括:它有多有用或有多可用?你做过任何测试吗?可视化是一种界面技术,因此不仅包括软件算法和技术,还包括人机交互问题。这使得它从两个方面进行借鉴,一个更关注实用性,另一个更关注可用性。发展新理论的一个关键步骤是尝试先解决一个问题。这个问题或问题不包括可用性部分;在某些领域,从大多数人的角度来看,它甚至可能不包含实用程序。我们讨论了问题的两个方面,以阐明每个方面在开发新的可视化技术中的作用。在HCI文献中,人们可以找到这样的研究结论:易用性比有用性更重要(Hubona & Blanton 1996),反之亦然(Liao and Landry 2000),易用性对女性更重要,而有用性对男性更重要(Yuen and Ma 2002)。在这个小组的贡献中,我们将介绍几个信息可视化系统的用户研究,范围从封闭问题的实验室实验到管理数据分析师的纵向采用研究(Gonzales & Kobsa, 2003;Kobsa 2001,2003;Mark et al. 2003)。-------------------------------------------a e-mail: grinstein@cs.uml.edu e-mail: kobsa@uci.edu e-mail: plaisant@cs.umd.edu e-mail: ben@cs.umd.edu e-mail statsko@cc.gatech.edu与一般的HCI研究一致,结果表明两个因素在某些情况下都很重要,但并不表明一个因素明显优于另一个因素。飞机比捷豹、山地自行车或儿童滑板车更好吗?这完全取决于你要去哪里,你的旅行目标是什么,你的年龄,你在路上会遇到什么地形,你可以花多长时间学习,以及许多其他参数。所有这些交通工具都相当好用,但除了成年人使用滑板车外,它们都需要训练,而且它们的效用因任务和使用者的功能而有很大差异。普通的汽车司机受益于多年的人为因素工程和大量的标准化,使他们能够很快地从皮卡车切换到敞篷车。类似地,可视化工具的成功取决于它在多大程度上满足它试图服务的用户的需求,以及他们想要完成的任务。如果实用性可能是专家工具(例如,发现任务需要数天的数据检查和操作)的第一位,可用性必须是要求“即时可用性”的公共访问信息系统(例如,人口普查统计数据的交互式显示)的第一位,否则用户会沮丧地离开。可用性设计原则意味着设计人员和评估人员了解用户的需求,以决定两种实用性或可用性中哪一种优先考虑,并设置所需的实用性和可用性级别。实用性和可用性都是可实现的目标,它们使彼此更加强大。像其他人一样,我们马里兰大学一直在开发可视化技术,多年来一直在努力寻找评估其好处的最佳方法。许多评估都是受控实验,我们发现最有用的评估是多方面的,包括定性和定量的测量或表现,偏好和可学习性,我将展示我们研究中的例子。我们还经常发现,在实验过程中收集到的观察结果可以与收集到的测量结果一样提供信息。最近,我们一直在推动基准数据集和任务的开发,以便更好地比较工具和技术。我们参与了第一届InfoVis竞赛,该竞赛要求提交树木两两比较的案例研究。提供了三对数据集:philogenies, classification和file system usage data,第14届IEEE可视化会议(VIS ' 03) 605 Proceedings of the 14th IEEE Visualization Conference (VIS ' 03) 0-7695-2030-8/03 $ 17.00©2003 IEEE和描述的开放式任务。被接受的提交将播种一个在线存储库,可以随着时间的推移增加额外的数据集,任务,案例研究和控制实验结果。我将报告比赛的结果,并反思评估存储库和基准数据集如何帮助我们理解如何判断工具的可用性和实用性。这个竞赛的网址是:http://www.cs.umd.edu/hcil/iv03contest/立场声明Ben Shneiderman对于可用性还是实用性这个问题的答案首先取决于你对可用性的定义。对我来说,可用性不仅仅是小部件的颜色和文本的位置。可用性是关于理解、陈述和满足用户需求的。 由于这些需求是塑造工具的需求,因此它们决定了工具的实用性。优秀工具的设计取决于理解如何使用它们;因此,可用性是成功实用程序的先决条件。如果问题是“实用性和可用性哪个更重要?”我的回答是“是”。这两个概念在信息可视化技术和系统的开发中都是至关重要的,它们只是同一枚硬币的两面。在信息可视化领域形成和发展初期,计算机图形学和可视化方面占主导地位。最近,随着我们努力更好地理解人们如何才能真正从我们的想法中受益,人们越来越重视该领域的HCI方面。当在系统中实现信息可视化技术时,可用性组件是至关重要的。糟糕的界面设计可能会阻碍采用,并使可能实现的实用效益变得模糊不清。在信息可视化中,可用性通常不等同于系统易于学习的一般概念。信息可视化系统是复杂的,它们往往将被广泛使用很长一段时间。因此,使系统高效和自然地使用,使功能和操作可见,并简单地关注用户界面是关键的组成部分。在交互和多视图必不可少的系统中尤其如此。对于任何信息可视化技术,要在最初的想法产生之外采用,该技术必须具有某些效用或价值。我们的领域不是要拍漂亮的照片。它是关于帮助人们完成涉及数据分析和理解的复杂任务。我们需要更好地阐明数据分析中出现的认知任务(位置、相关性、重点、关联等),并阐明信息可视化技术和系统如何帮助完成这些任务。最终,一种自然选择将发生:具有效用和价值的系统将被采用和使用,而其他系统将悄然消失。
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引用次数: 29
Information and scientific visualization: separate but equal or happy together at last 信息与科学可视化:分离但平等或最终幸福在一起
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250428
T. Rhyne, Melanie Tory, T. Munzner, M. Ward, Chris R. Johnson, D. Laidlaw
Must we continue to define a difference between information and scientific visualization? Scientific visualization evolved first in the late 1980’s while information visualization matured in the mid-1990’s. Scientific visualization is frequently considered to focus on the visual display of spatial data associated with scientific processes such as the bonding of molecules in computational chemistry. Information visualization examines developing visual metaphors for non-inherently spatial data such as the exploration of text-based document databases. This panel examines the effective, productive, and perhaps confusing tension between these subfields of visualization by highlighting the following issues:
我们必须继续定义信息和科学可视化之间的区别吗?科学可视化最早发展于20世纪80年代末,而信息可视化则在90年代中期走向成熟。科学可视化通常被认为是关注与科学过程相关的空间数据的可视化显示,例如计算化学中的分子键合。信息可视化研究开发非固有空间数据的视觉隐喻,如探索基于文本的文档数据库。本小组通过强调以下问题,探讨了可视化的这些子领域之间有效的、富有成效的、可能令人困惑的紧张关系:
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引用次数: 48
Visualizing spatial and temporal variability in coastal observatories 可视化沿海观测站的时空变化
Pub Date : 2003-10-22 DOI: 10.1109/VIS.2003.10041
W. Jiménez, W. Corrêa, Cláudio T. Silva, A. Baptista
In this paper, we describe a set of 3D and 4D visualization tools and techniques for CORIE, a complex environmental observation and forecasting system (EOFS) for the Columbia River. The Columbia River, a complex and highly variable estuary, is the target of numerous cross-disciplinary ecosystem research projects and is at the heart of multiple sustainable development issues with long reaching implications for the Pacific Northwest. However, there has been until recently no comprehensive and objective system available for modeling this environment, and as a consequence, researchers and agencies have had inadequate tools for evaluating the effects of natural resource management decisions. CORIE was designed to address this gap and is a major step towards the vision of a scalable, multi-use, real-time EOFS. Although CORIE already had a rich set of visualization tools, most of them produced 2D visualizations and did not allow for interactive visualization. Our work adds advanced interactive 3D tools to CORIE, which can be used for further inspection of the simulated and measured data.
本文介绍了一套用于哥伦比亚河复杂环境观测预报系统(EOFS)的三维和四维可视化工具和技术。哥伦比亚河是一个复杂多变的河口,是众多跨学科生态系统研究项目的目标,也是多个可持续发展问题的核心,对太平洋西北地区具有深远的影响。然而,直到最近,还没有一个全面和客观的系统可用于模拟这种环境,因此,研究人员和机构没有足够的工具来评估自然资源管理决策的影响。CORIE旨在解决这一差距,是实现可扩展、多用途、实时EOFS愿景的重要一步。尽管CORIE已经拥有了一套丰富的可视化工具,但其中大多数都是2D可视化,不允许交互式可视化。我们的工作为CORIE增加了先进的交互式3D工具,可用于进一步检查模拟和测量数据。
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引用次数: 7
Image based flow visualization for curved surfaces 基于图像的曲面流可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250363
J. V. Wijk
A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on image based flow visualization (IBFV). In IBFV two-dimensional animated textures are produced by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of filtered white noise images. We produce flow aligned texture on arbitrary three-dimensional triangular meshes in the same spirit as the original method: texture is generated directly in image space. We show that IBFVS is efficient and effective. High performance (typically fifty frames or more per second) is achieved by exploiting graphics hardware. Also, IBFVS can easily be implemented and a variety of effects can be achieved. Applications are flow visualization and surface rendering. Specifically, we show how to visualize the wind field on the earth and how to render a dirty bronze bunny.
提出了一种在曲面上合成密集的矢量场排列纹理的新方法,称为IBFVS。该方法基于基于图像的流可视化(IBFV)。在IBFV中,二维动画纹理是通过将流动画的每一帧定义为前一图像的扭曲版本和许多过滤白噪声图像之间的混合来产生的。我们在任意三维三角形网格上生成流对齐纹理,与原始方法相同:纹理直接在图像空间中生成。我们证明IBFVS是高效和有效的。高性能(通常每秒50帧或更多)是通过利用图形硬件实现的。此外,IBFVS可以很容易地实现,并且可以实现各种效果。应用程序是流可视化和表面渲染。具体来说,我们展示了如何在地球上可视化风场,以及如何渲染一个肮脏的青铜兔子。
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引用次数: 164
Fairing scalar fields by variational modeling of contours 通过等高线的变分建模来整流标量场
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250398
M. Bertram
Volume rendering and isosurface extraction from three-dimensional scalar fields are mostly based on piecewise trilinear representations. In regions of high geometric complexity such visualization methods often exhibit artifacts, due to trilinear interpolation. In this work, we present an iterative fairing method for scalar fields interpolating function values associated with grid points while smoothing the contours inside the grid cells based on variational principles. We present a local fairing method providing a piecewise bicubic representation of two-dimensional scalar fields. Our algorithm generalizes to the trivariate case and can be used to increase the resolution of data sets either locally or globally, reducing interpolation artifacts. In contrast to filtering methods, our algorithm does not reduce geometric detail supported by the data.
三维标量场的体绘制和等值面提取多基于分段三线性表示。在高几何复杂度的区域,这种可视化方法往往表现出伪影,由于三线性插值。在这项工作中,我们提出了一种迭代整光方法,用于标量场插值与网格点相关的函数值,同时基于变分原理平滑网格单元内的轮廓。我们提出了一种局部整流方法,提供了二维标量场的分段双三次表示。我们的算法推广到三元情况,可用于提高数据集的局部或全局分辨率,减少插值伪影。与滤波方法相比,我们的算法不会减少数据支持的几何细节。
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引用次数: 5
Visualization of noisy and biased volume data using first and second order derivative techniques 使用一阶和二阶导数技术的噪声和偏置体积数据的可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250397
M. Persoon, I. Serlie, F. Post, R. Truyen, F. Vos
The quality of volume visualization depends strongly on the quality of the underlying data. In virtual colonoscopy, CT data should be acquired at a low radiation dose that results in a low signal-to-noise ratio. Alternatively, MRI data is acquired without ionizing radiation, but suffers from noise and bias (global signal fluctuations). Current volume visualization techniques often do not produce good results with noisy or biased data. This paper describes methods for volume visualization that deal with these imperfections. The techniques are based on specially adapted edge detectors using first and second order derivative filters. The filtering is integrated into the visualization process. The first order derivative method results in good quality images but suffers from localization bias. The second order method has better surface localization, especially in highly curved areas. It guarantees minimal detail smoothing resulting in a better visualization of polyps.
体可视化的质量很大程度上取决于底层数据的质量。在虚拟结肠镜检查中,CT数据应该在低辐射剂量下获得,从而导致低信噪比。另外,MRI数据是在没有电离辐射的情况下获得的,但会受到噪声和偏置(全局信号波动)的影响。当前的体可视化技术往往不能产生良好的结果与噪声或有偏差的数据。本文描述了处理这些缺陷的体可视化方法。该技术基于一阶和二阶导数滤波器的特殊边缘检测器。过滤被集成到可视化过程中。一阶导数方法得到的图像质量较好,但存在定位偏差。二阶方法具有较好的表面局部化效果,特别是在高弯曲区域。它保证最小的细节平滑,从而更好地可视化息肉。
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引用次数: 16
Producing high-quality visualizations of large-scale simulation 生产大规模仿真的高质量可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250422
V. Popescu, C. Hoffmann, S. Kilic, Mete A. Sözen, S. Meador
This paper describes the work of a team of researchers in computer graphics, geometric computing, and civil engineering to produce a visualization of the September 2001 attack on the Pentagon. The immediate motivation for the project was to understand the behavior of the building under the impact. The longer term motivation was to establish a path for producing high-quality visualizations of large scale simulations. The first challenge was managing the enormous complexity of the scene to fit within the limits of state-of-the art simulation software systems and supercomputing resources. The second challenge was to integrate the simulation results into a high-quality visualization. To meet this challenge, we implemented a custom importer that simplifies and loads the massive simulation data in a commercial animation system. The surrounding scene is modeled using image-based techniques and is also imported in the animation system where the visualization is produced. A specific issue for us was to federate the simulation and the animation systems, both commercial systems not under our control and following internally different conceptualizations of geometry and animation. This had to be done such that scalability was achieved. The reusable link created between the two systems allows communicating the results to non-specialists and the public at large, as well as facilitating communication in teams with members having diverse technical backgrounds.
这篇论文描述了计算机图形学、几何计算和土木工程领域的一组研究人员为制作2001年9月五角大楼袭击的可视化图像所做的工作。该项目的直接动机是了解建筑在冲击下的行为。长期的动机是建立一个生产大规模模拟的高质量可视化的途径。第一个挑战是管理场景的巨大复杂性,以适应最先进的模拟软件系统和超级计算资源的限制。第二个挑战是将模拟结果整合到高质量的可视化中。为了应对这一挑战,我们实现了一个自定义导入器,用于简化和加载商业动画系统中的大量模拟数据。使用基于图像的技术对周围场景进行建模,并将其导入生成可视化的动画系统中。对我们来说,一个具体的问题是将模拟和动画系统结合起来,这两个商业系统都不在我们的控制之下,并遵循内部不同的几何和动画概念。必须这样做才能实现可伸缩性。在两个系统之间创建的可重用链接允许将结果传达给非专业人员和广大公众,以及促进具有不同技术背景的团队成员之间的沟通。
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引用次数: 16
Visualization of steep breaking waves and thin spray sheets around a ship 想象一艘船周围陡峭的破浪和薄薄的浪花
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250419
P. Adams, D. Dommermuth
The simulation of breaking of waves, the formation of thin spray sheets, and the entertainment of air around the next generation of naval surface combatants is an ongoing 3-year Department of Defense (DoD) Challenge Project. The goal of this project is a validated computation capability to model the full hydrodynamics around a surface combatant including all of the processes that affect mission and performance. Visualization of these large-scale simulations is paramount to understanding the complex physics involved. These simulations produce enormous data sets with both surface and volumetric qualities. Wave breaking, spray sheets, and air entertainment can be visualized using isosurfaces of scalar data. Visualization of quantities such as the vorticity field also provides insight into the dynamics of droplet and bubble formation. This paper documents the techniques used, results obtained, and lessons learned from the visualization of the hydrodynamics of naval vessels.
围绕下一代海军水面战斗人员的破波、薄喷片形成和空气娱乐模拟是美国国防部(DoD)正在进行的一项为期3年的挑战项目。该项目的目标是验证计算能力,以模拟水面战斗人员周围的完整流体动力学,包括影响任务和性能的所有过程。这些大规模模拟的可视化对于理解所涉及的复杂物理至关重要。这些模拟产生了大量具有表面和体积质量的数据集。波浪破碎,喷雾片和空气娱乐可以使用标量数据的等值面可视化。涡度场等量的可视化也提供了对液滴和气泡形成动力学的深入了解。本文记录了所使用的技术,所获得的结果,以及从海军舰艇流体动力学可视化中吸取的教训。
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引用次数: 5
期刊
IEEE Visualization, 2003. VIS 2003.
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